yess.. that also a good method to cammoflouge the invisable walls,what also could be done, is to put rivers on map's border,a wide open streaming river, your not able to pass through the river,and if someone try to walk through the river, he will see a:STAY ON THE MISSION!YOU'RE ABORDING THE MISSION!message on his screen, like i suggested on the previous post.

I was just playing the demo earlier. The scale of the jungle would be hard to recreate in the ET engine. Sure you can get some 50 trees and bushes around, but the landscape would look flat, really flat. The quake3 engine cant even import models over 1024 faces or surfaces per model. It is possible to make something like that, but trust me, it wont look so good.

make the map available for all players,and check all the reactions & comments from all the players,

and improve it from time to time,just see this jungle map, as a totally different project,its a complete hole project,

this map requires allot of dynamic/interactive things,like:

plant's moving evrytime you pass them,small little animals,thin tree's moving left and right, just to give you the illusion that there's some wind on the map,

stuff like that,

and it also requires allot of work on the BACKGROUND SOUNDS/SPECIAL EFFECT SOUNDS,what also would possible is...is to add a secret lab/basement, on the jungle map,right in the middle, so you dont have to add allot of plants and tree's,

but it would look awesome if the lab/basement looks worn out/demaged/old, plants and tree's growed through the hole lab/basement building.

ust the fact that this isnt going to be easy to make so many plants, but to make them sway when you move pass them is impossible on this engine. The quake engine is designed to do indoor maps and not outdoors, which explains its problems when making outdoor 100% non-urban maps. First of all, the texture tiles become visible in large open areas, then the skybox is very vague and terrible, then the map edges have to be blocked of by an invisible wall, lastly it takes more computing power for the Quake 3 engine renderer to render an outdoor scene that an indoor scene compared to others. When I am out aside, my fps is 30-60, but when I go inside I get 80-90 in the Quake engine, but with the Unreal engine, my outdoor fps is 20-30 and 40-70 indoors. If you compare these, the Unreal engine is obviuosly better with outdoor maps than QuakeE. Ofcourse of all outdoor engines, Cry engine is still the best with jungle maps.

well say it again like we said before, its just not possible to go to all that. It would be good if we could, but we cant. The only way to get that is create ing your own engine from scratch that is designed for those kinds of maps, graphics and interaction.